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Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 10 Dec 2009 20:35
by petert
CommanderZ wrote:You can always use empty sample.cat
Hmm, I had a feeling somebody was going to reply that... :)

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 10 Dec 2009 20:49
by Nite Owl
Having followed both the graphic and sound replacement projects from their respective humble beginnings it is most impressive to see them reach a point of near completion. I use the word 'near' only due to the inevitable bug fixes and/or improvements that will be forthcoming. A gratefully community must surely thank all of those involved for seeing this massive undertaking through to the end. Excelsior!

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 10 Dec 2009 22:59
by planetmaker
Thanks for all the praise and I can only give it back to all who worked relentlessly on this set. I uploaded a version called 0.2.0 to bananas - though I should work on my quality assurance procedures. Ingame it calls itself -nightly-272M :-P

There's still a lot of room for improvement in many places within OpenGFX, so contributions will remain highly welcome, both on the coding (and code refactoring / documentation) side as the sprite drawing side.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 10 Dec 2009 23:26
by Zephyris
A few sprites for improvement of the temperate town buildings:

1430-1433: House graphics to small block of flat graphics.
1519-1523: Office block to large block of flat graphics.
1524-1529: Office block to large block of flat graphics.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 10 Dec 2009 23:26
by Zephyris
1483-1486: Small stadium graphics repost for rechopping to fix back walls (the ones facing the player/south).

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 11 Dec 2009 11:06
by Ammler
petert wrote:
LordAzamath wrote: Two years ;)
My mistake, I was confused by the "Happy Birthday OpenGFX" artice on #openttdcoop.
We made a party about the first release of ogfx as base set, which were 1 year behind. We needed a reason to bring back this topic to top. ;-)

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 11 Dec 2009 14:08
by bubersson
Congrats ;) So we finally did it... Yaaay :) But we should still improve those sprites (Mainly the ones I did, because I still don't think they are that good :) )

Zephyris: You've started an amazing work and you were the reason I tried to help with my gui icons and mouse cursors... thanks! :)

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 11 Dec 2009 14:39
by 2006TTD
I am not good at pixel art (I might try later), and so I'm guess I could only suggest some enhancements. :|
Suggestions:
ogfx1_base
4442-4445, 4576, Windows on middle section needs to be aligned (mentioned before), looks not good especially when with bright colours like yellow (see the one on the title screen)
4465, the roof and the walls should have larger contrast (looks a bit blurry), the colour of the roof will mix with the one on the roads (also on title screen), BUT the snow one (4579) is OK.
1069-1086, the brown front wall rail station building (the one facing the track) is too dark.
1275-1290, I wonder if the lights are two small (just a pixel or two). Nonetheless, many players would have used other signal graphics and this can be ignored.
4651-4656, compared with other toyland buildings, the shoe house seemed a bit dark.
4675,4676, tiles are dull, perhaps using 'crazy paving' style?(Can also apply to town paved roads) (Fig. 1)
4686-4690, the batteries are too dim and not enough contrast with the battery itself and the ground tiles, they looked like film rolls. This makes me feel that the original batteries looked better. The purple ground tiles are good, so there's no need to change. How about imitate the design of somewhat like energizer batteries? (White tip, Black top, White bottom)(Fig. 2)
4721-4736, the fountains need more strength to show how the plastic blasts out of the ground. How about something like toy guns? (Fig. 3)
4737-4742, current replacement does not seem to fit with the environment and other industries, the styles are different. How about using Zephyris' design(aluminium can with tap)? I think it looks better and blends in.
ogfxt_toyland
85, how about using message in a bottle, or beach balls or rubber ducks (but used in Toy factory already :|) ? (Fig. 4)
86-108, needs to be converted
109-127, perhaps use gumdrops as rocks (Fig. 5)
Stations, depots, loading bays, tracks, roads, crossings, tunnels, bridges, docks, airports etc. infrastructures and vehicles needs to be converted (such as recolouring, adding cartoons)

I don't think that GUI cursors have to be redrawn because keeping them unified in all climates is the best way.

I understand that these sprites are intended to be copied from normal ones to enable playability as soon as possible. Well, the milestone has reached and I believe that this could be one of the next goal.
Moreover, I do not mean to pick on everything, and mean no offence to admirable artists. I really appreciate artists' work and I hope the whole set could be better.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 13 Dec 2009 14:48
by CommanderZ
Is the OpenGFX+ still planned?

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 13 Dec 2009 16:48
by petert
CommanderZ wrote:Is the OpenGFX+ still planned?
What is OpenGFX+? Some kind of extension?

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 13 Dec 2009 16:50
by CommanderZ
As always, wiki know it all

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 13 Dec 2009 16:55
by Zephyris
OpenGFX+ is the name that has been used for addon grfs specially designed to add minor features in a 100% matching style to OpenGFX, eg. US and UK style drive-side-sensitive road graphics.
CommanderZ wrote:Is the OpenGFX+ still planned?
depends what you mean by still planned! I would like to see a couple of additional features which cant be part of OpenGFX, but could be part of +, like: Snow-line-sensitive industries, more industries in more climates, livery overrides, more loading stages on vehicles, tenders on steam trains, etc...

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 13 Dec 2009 16:56
by petert
Ah, I see. Things like trams, extra trains...

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 13 Dec 2009 17:08
by Zephyris
Not so much extra vehicles (that is the job of vehicle sets) as fixing the default ones, for example adding refitting to the trains and road vehicles for newindustry support.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 13 Dec 2009 18:26
by DJ Nekkid
and livery override for the pax-style trains :)

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 13 Dec 2009 22:12
by planetmaker
CommanderZ wrote:Is the OpenGFX+ still planned?
Well... yes and no. I received some very nice train graphics recently from molace. I put into OpenGFX what can be done without advanced newgrf support. The remaining sprites will need just that: OpenGFX+ in the form of an add-on newgrf. So yes, it's planned, it's somewhat worked upon. Basically it depends upon what sprites become available. So far, though, no NFO code in that direction has been written (though starting with the trains is not that difficult - "just" needs doing it.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 13 Dec 2009 22:16
by Zephyris
I have made a policy decision for what should be in OpenGFX+ Trains (see also here):
Graphics features:
* More loading stages wherever desired (eg. full and empty for box cars, eg. multiple loading steps for coal hopper).
* Livery overrides for all multiple unit-style trains, monorails and maglevs.
* Train/monolev specific graphics for all carriages/wagons.
* Tenders for all steam engines.
* 2 company colours wherever possible
(* Climate specific-graphics for trains.)
Code features:
* Full stand-alone coding to allow loading with other trainsets.
* Cargo class-based refitting for full newindustry support.
* Parameter-controlled climate availability.

I think this would make a nice "simple" grf, an intermediate between the original trains and a full-blown train set. It adds some key usability features (refitting, loading with other trainsets) and many nice graphical improvements.

molace has made very good progress on many of these features (and I think the 2CC support could quickly be added by recolouring the yellow to 2CC, ala 2CC trainset), I think only tenders remain which would need drawing, so who wants to code this? It might be worth branching off and advertising for a coder in a new thread.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 13 Dec 2009 22:42
by buttercup
Slightly weird behaviour when using OpenGFX:
With the original graphics
With the original graphics
With OpenGFX
With OpenGFX
With OpenGFX, the land level seems to have been raised by six or seven tiles.

This is with exactly the same settings for each game (64x64 map size; original land generator (doesn't happen when using TerraGenesis); 4 towns; no industries; very flat terrain type; very low sea level; 1234567890 as the seed; no NewGRF sets loaded).

Unfortunately there aren't any other base sets to test this against so if it is a fault in OpenTTD itself rather than the OpenGFX set, I'll post a bug report on Flyspray.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 13 Dec 2009 22:47
by petert
buttercup wrote:With OpenGFX, the land level seems to have been raised by six or seven tiles.
I got this exact same error, but I didn't notice that I was using OpenGFX.

Re: [8bpp] Graphics Replacement Project - OpenGFX

Posted: 13 Dec 2009 22:49
by Rubidium
That's definitely OpenGFX having random data in the original map generator sprites.